Gen

Few things are more deadly than a fighter who no longer fears death, and that is what describes Gen perfectly. Struck with an illness that will claim his life eventually, Gen now is determined to die the way he believes he was meant to die: in a glorious battle to the death with a worthy opponent. This makes Akuma, a master of the killing intent, a natural rival for Gen. They have fought once before, and Gen is said to be the only one to survive the Shun Goku Satsu. But Gen now seeks Akuma once again for the ultimate battle during which he hopes he can pass in the glory of the fight.

In a nutshell

There are a few characters that you can play only knowing about 60% of their potential and still do fine. Gen is not one of these characters. Not only is understanding everything about Gen necessary to play him effectively, he has two different modes that you must learn to adeptly switch between! There are many dexterity heavy characters in the game, but Gen may be the most dexterity heavy of them all. Without learning how to perform Standing Medium Kick into Hands or the proper distances or cross-up Oga Wall Dive kicks, for example, using Gen may be a losing battle.

Moves

Unique Attacks: Mantis

Name

Command

Notes

Change Style: Crane

Use when in Mantis Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.

Throws: Mantis

Name

Command

Notes

Shuraku

or + +

Hozen

+ +

Special Moves: Mantis

Name

Command

Notes

Hyakurenko

Press repeatedly

Requires 5 punch button presses;

Gekiro

+

Press with proper timing after initial hit for followup kicks; gets 5 follow up kicks, gets 6, and and get 7;

Super Combo: Mantis

Name

Command

Notes

Zan'ei

+

Ultra Combos: Mantis

Name

Command

Notes

Zetsuei

+

Shitenketsu

+

Unique Attacks: Crane

Name

Command

Notes

Change Style: Mantis

Use when in Crane Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.

Shakudan

(in air)

Throws: Crane

Name

Command

Notes

Shuraku

or + +

Hozen

+ +

Special Moves: Crane

Name

Command

Notes

Jyasen

(charge) +

Oga

(charge) +

Sudden Stop

Perform after Oga

Close Kick

or

Perform after Oga

Far Kick

or

Perform after Oga

Ceiling Jump

Perform after Oga

Falling Kick

Perform after Ceiling Jump;

Close Range Kick Right

or

Perform after Ceiling Jump;

Close Range Kick Left

or

Perform after Ceiling Jump;

Super Combo: Crane

Name

Command

Notes

Jyakoha

+

Ultra Combos: Crane

Name

Command

Notes

Ryukoha

+

Teiga

(in air) +

AE ver. 2012 Changes

(Crane) Crouching Heavy Punch

Changed counter-hit damage to be the standard 1.25 times normal damage.

(Crane) Crouching Heavy Kick

Changed hitbox active period from 3F to 5F.

Shitenketsu

Changed startup from 9F to 7F.

Gekiro

Given Super Meter a +10 bonus when medium or heavy versions make it to the final hit.
Made quick-stand impossible on final hit of heavy version.

Jyasen

Varied number of hits when using EX version depending on punch button combination (light + medium or medium + heavy or light + heavy).
Made EX version projectile-invincible until end of active period.
Increased opponent’s stun by 4F on the penultimate hit or block of the rolling portion of the attack for light/medium/heavy version. Following the fastest possible EX Focus→Dash, this gives the attacker a +6F advantage on a hit, or a +2F advantage when blocked.
Increased hit stun by 5F and block stun by 4F on the penultimate hit of the rolling portion of the attack for the EX version. Following the fastest possible EX Focus→Dash, this gives the attacker a +8F advantage on a hit, or a +2F advantage when blocked.

(Mantis) Focus Attack

Lengthened hit stun by 3F on a level 1 hit, giving equal frame advantage/disadvantage on a hit after completing the fastest possible Dash.

(Crane) Focus Attack

Lengthened block stun by 3F on a level 1 block, giving equal frame advantage/disadvantage on a block after completing the fastest possible Dash.

(Crane) Crouching Medium Kick

Made +1F advantage on a hit and -1F (dis)advantage when blocked.
Shrunk mid-move leg hurtbox.